5 research outputs found

    Parallel ray tracing for real time animation

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.Includes bibliographical references (p. 69-70).by Remigio Perales.M.S

    High-fidelity rendering on shared computational resources

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    The generation of high-fidelity imagery is a computationally expensive process and parallel computing has been traditionally employed to alleviate this cost. However, traditional parallel rendering has been restricted to expensive shared memory or dedicated distributed processors. In contrast, parallel computing on shared resources such as a computational or a desktop grid, offers a low cost alternative. But, the prevalent rendering systems are currently incapable of seamlessly handling such shared resources as they suffer from high latencies, restricted bandwidth and volatility. A conventional approach of rescheduling failed jobs in a volatile environment inhibits performance by using redundant computations. Instead, clever task subdivision along with image reconstruction techniques provides an unrestrictive fault-tolerance mechanism, which is highly suitable for high-fidelity rendering. This thesis presents novel fault-tolerant parallel rendering algorithms for effectively tapping the enormous inexpensive computational power provided by shared resources. A first of its kind system for fully dynamic high-fidelity interactive rendering on idle resources is presented which is key for providing an immediate feedback to the changes made by a user. The system achieves interactivity by monitoring and adapting computations according to run-time variations in the computational power and employs a spatio-temporal image reconstruction technique for enhancing the visual fidelity. Furthermore, algorithms described for time-constrained offline rendering of still images and animation sequences, make it possible to deliver the results in a user-defined limit. These novel methods enable the employment of variable resources in deadline-driven environments

    Parallel hierarchical radiosity rendering

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    The radiosity equation is examined, and is found to contain a previously unexploited symmetry. This symmetry is formalized, and a solution method previously unusable in the field of computer graphics (conjugate gradients) is shown to be superior to all methods currently in use. A detailed analysis of all solution techniques previously applied to the radiosity problem is conducted, and results presented;So-called hierarchical methods have reduced the operational complexity of the N-body problem from O(N[superscript]2) to O(N log N) assuming a pre-set error tolerance. An algorithm following the same basic tenets has been applied to radiosity rendering by other researchers, and has reduced the operational complexity from O(N[superscript]2) to (arguably) O(N);Shortcomings in the state-of-the-art hierarchical radiosity method are pointed out, and enhancements are offered. A consistent treatment of various types of error is found to be absent from present methods. Catastrophic error is possible in the visibility assessment between two polygons. A self-consistency check is possible during the solution process, but never exploited;Until now, supercomputer-class computers have not been used to solve radiosity problems at a production-quality level even though realistic image synthesis has always been a prodigious consumer of computer time. A state-of-the-art hierarchical radiosity code is implemented on an nCUBE-2 parallel computer, and discussed in detail. The algorithm is found to have ample sources of parallelism, in both data- and operational modes. Its performance is analyzed in detail;The hierarchical method has only been applied to realistic image synthesis since 1991. Not surprisingly, many avenues of further research are open. Some are pointed out, and include: analytic determination of coupling factors, quantifying discretization error, incorporating specular light reflection modes into the hierarchical treatment, and exploring what other important physical problems might benefit from the hierarchical approach

    Coherencia de objetos, coherencia de rayos y paralelismo, en la aceleración del trazado de rayos

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    El problema central que se ha abordado en esta tesis consiste en el análisis, desarrollo e implementación de algoritmos que permitan acelerar el método clásico de generación de imágenes foto-realistas a través de las técnicas de trazado de rayos. Para ello, se ha pretendido estudiar los principales métodos de aceleración presentados hasta este momento y proponer una nueva alternativa que, teniendo presentes los beneficios esperados de la aplicación individual de cada propuesta, ofrezca además nuevas ventajas fruto de la unión, en una alternativa conjunta, de las diferentes propuestas individuales

    High-fidelity graphics using unconventional distributed rendering approaches

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    High-fidelity rendering requires a substantial amount of computational resources to accurately simulate lighting in virtual environments. While desktop computing, with the aid of modern graphics hardware, has shown promise in delivering realistic rendering at interactive rates, real-time rendering of moderately complex scenes is still unachievable on the majority of desktop machines and the vast plethora of mobile computing devices that have recently become commonplace. This work provides a wide range of computing devices with high-fidelity rendering capabilities via oft-unused distributed computing paradigms. It speeds up the rendering process on formerly capable devices and provides full functionality to incapable devices. Novel scheduling and rendering algorithms have been designed to best take advantage of the characteristics of these systems and demonstrate the efficacy of such distributed methods. The first is a novel system that provides multiple clients with parallel resources for rendering a single task, and adapts in real-time to the number of concurrent requests. The second is a distributed algorithm for the remote asynchronous computation of the indirect diffuse component, which is merged with locally-computed direct lighting for a full global illumination solution. The third is a method for precomputing indirect lighting information for dynamically-generated multi-user environments by using the aggregated resources of the clients themselves. The fourth is a novel peer-to-peer system for improving the rendering performance in multi-user environments through the sharing of computation results, propagated via a mechanism based on epidemiology. The results demonstrate that the boundaries of the distributed computing typically used for computer graphics can be significantly and successfully expanded by adapting alternative distributed methods
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